Senses

Languages

Challenge

Legendary Resistance (3/Day).

If the werewolf fails a saving throw, it can choose to succeed
instead.

Keen Hearing and Smell.

The werewolf has advantage on Wisdom (Perception) checks that rely on
hearing or smell.

Pack Leader.

The werewolf's allies have advantage on melee attack rolls against
any hostile creature within 5 feet of the werewolf.

Shapechanger.

The werewolf can use its action to polymorph into a wolf-humanoid
hybrid or into a wolf, or back into its true form, which is humanoid.
Its statistics, other than its AC, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts to
its true form if it dies.

Actions

Multiattack (Hybrid Form Only).

The werewolf makes three attacks: one with its bite and two with its
claws.

Bite (Wolf or Hybrid Form Only).

Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing damage. If the target is a humanoid,
it must succeed on a DC 14 Constitution saving throw or be cursed with
werewolf lycanthropy.

Claws (Hybrid Form Only).

Legendary Actions

The werewolf can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The werewolf
regains spent legendary actions at the start of its turn.

Leap.

The werewolf moves up to its speed without provoking
opportunity attacks.

Bark Orders.

The werewolf chooses a friendly creature who can
see or hear it. That creature can use its reaction to move up to its
speed without provoking opportunity attacks.

Frenzy (Costs 2 Actions).

The werewolf can make one claw attack against each creature within 5
feet of it.